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editorextensions's Introduction

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Editor Extensions

Extends the Factorio map editor with new features, testing tools, and quality of life changes. Also adds a separate editor lab that can be used to design blueprints separately from your main factory.

Installation

Download on the Mod Portal.

Features

Map editor conveniences

Enter the map editor by pressing the shortcut button, or by using Control + Alt + E:

The mod will rearrange the top-left mod GUIs so that they remain visible while inside the editor. If you have cheat mode enabled, your inventory and cursor will be synced between the map editor and regular play.

Personal or shared testing lab

Enable the testing lab in the per-player mod settings to teleport to an isolated testing space when entering the map editor. This testing lab will run alongside your actual factory, and you can freely design and test within the lab without cheating in your actual game.

Testing tools

The mod adds a variety of supercharged entities, items, and equipment for testing your factories. Spawn or void items with the infinity chest, spawn or void fluids with the infinity pipe, saturate or void your transport belts with the infinity loader, and more.

The tools are only available when inside the map editor or when cheat mode is enabled.

Cheat mode

You can use the testing tools outside of the map editor by entering cheat mode with the /cheat command. /cheat all will provide you with basic testing items in your inventory, and give you a power armor kitted out with supercharged equipment. You are essentially invincible, you run super fast, and you have a personal roboport that can instantly construct or deconstruct.

Testing scenario and debug world

The mod adds a new scenario specialized for testing. This scenario generates a blank world filled with lab tiles, researches all technologies, enables cheat mode, provides you with testing items and equipment, and sets up a super roboport with super robots that can build or destroy anything you want. The scenario also massively increases the speed at which construction orders are dispatched.

aforementioned improvements, except for a pre-built roboport and radar. game" buttons on the main menu) is optionally enhanced with all of the The debug world (accessed by control + clicking the "single player" or "new

editorextensions's People

Contributors

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editorextensions's Issues

Alternative "instant blueprint" mode

Is your feature request related to a problem? Please describe.

The normal map editor already provides a "instant blueprint" mode, but it doesn't work with the undo feature. From normal gameplay, I'm used to heavily rely on undo while tinkering with designs, so this always throws me off. It's especially annoying when I accidentally hit undo and remove some random entity somewhere on the map, leaving me wondering and terrified what just happened.

Describe the solution you'd like

An alternative "instant blueprint" mode that properly raises events and therefore works with undo. It will probably be much slower than the currently existing mode, but I don't care about performance in 99/100 cases and I can live with a few wasted seconds in that one instance.

Additional context

This has been reported as a bug already, but the devs don't seem to be interested in adjusting the existing mode:
https://forums.factorio.com/viewtopic.php?f=48&t=65683
I'm not sure what rseding is talking about here (maybe I'm missing something?), because I tried to implement this myself and it's surprisingly simple, here's my control.lua :

script.on_event(defines.events.on_built_entity, function(event)  
    if event.created_entity ~= nil and (event.created_entity.type == "entity-ghost" or event.created_entity.type == "tile-ghost" ) then  
        event.created_entity.revive()  
    end  
end)  

From my quick testing, this already solves my issue and I could just keep it as a separate mod, however I thought it would make a good addition to editor extensions (I found this solution while writing this feature request, so I decided to finish it in case you're interested). Also thanks for making editor extensions! I've been using it ever since your original release reddit post and it helped a ton with designing and testing all kinds of blueprints.

How to stop editor extensions?

How do I stop the Mod? I uninstall it but I still have infinite resources in my inventory and the time of day does not change. How do I get the game to go back to normal?

Crash When Creating Entity Through Script

There is an incompatibility with the Powered Entities mod in a documentation scenario. Basically, my mod will generate a report for the player to tell them what my mod will work for. When EditorExtensions is also enabled though it will cause the following crash:

The mod Editor Extensions (1.5.8) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::script_raised_built (ID 77)
__EditorExtensions__/scripts/entity/infinity-loader.lua:72: attempt to index local 'entity' (a nil value)
stack traceback:
	__EditorExtensions__/scripts/entity/infinity-loader.lua:72: in function 'num_inserters'
	__EditorExtensions__/scripts/entity/infinity-loader.lua:203: in function 'create_loader'
	__EditorExtensions__/scripts/entity/infinity-loader.lua:465: in function 'on_built'
	__EditorExtensions__/control.lua:130: in function <__EditorExtensions__/control.lua:128>

This boils down to the ee-infinity-loader-dummy-combinator entity is created through my mod and raises the on script event, which then causes the crash. The following command can be used to cause the same error with only EditorExtensions enabled:

/c game.player.surface.create_entity{name="ee-infinity-loader-dummy-combinator", position={0,0}, raise_built=true}

Entity setting error

Describe the Bug

Unrecoverable error happens when copying entity settings from a circuit connected inserter or belt to an infinity loader.
This happens when another mod is loaded as well. Attach Notes

To Reproduce

Run a game with mods:
Attach Notes
Editor Extensions

  1. Place an inserter or a belt
  2. Place any other entity able to connect to a circuit network wire.
  3. Connect the enteties with a wire.
  4. Place an infinity loader.
  5. Copy (Shift+Right Click) the settings of the entity you placed in step 1.
  6. Paste (Shift+Left Click) the settings on the infinity loader.
  7. See error.

Save file & Username

Username:
Save file: BugTest.zip

Log file

factorio-current.log

Can't close infinity loader dialog by pressing X

Describe the Bug

When setting an infinity loader, factorio 1.1.1 crashed with a stack trace:

The mod Editor Extensions (1.8.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::on_player_mined_entity (ID 65)
__EditorExtensions__/scripts/entity/infinity-loader.lua:551: attempt to index field 'handlers' (a nil value)
stack traceback:
	__EditorExtensions__/scripts/entity/infinity-loader.lua:551: in function 'destroy'
	__EditorExtensions__/control.lua:180: in function <__EditorExtensions__/control.lua:177>

To Reproduce

Steps to reproduce the behavior:

  1. Go to [Location 433,237]
  2. Click on infinity loader
  3. Set infinity loader output to [item=iron-plate],[item=iron-gear-wheel]
  4. Try to close the infinity loader dialog. It does not close.

When I first encountered this bug, I hit "X" many times in frustration before seeing stack trace above.

When reproducing it for this bug report, I find that I can close the dialog by left clicking on a nearby beacon.

Save file & Username

  • Upload the save file where the bug occured. If the file is too large for GitHub, use an alternative file service.

_autosave3.tar.zip

  • Please also provide your in-game username so I can reproduce the conditions exactly.

AnEntireSleeve

Log file

factorio-current.log.zip

Overflow items on to ground

When switching from editor mode to normal mode I am having items from my inventory spilling out on to the ground. Same way you would do when you take off a larger armour set and decreasing you inventory size.

This has been happening for the last few updates, but couldn't tell you from what version I first noticed it sorry.

I do have my inventory space increased via a command line.

It does not happen if "Sync inventory" is unchecked in the settings. Though I still have all the same items in my inventory (sync inventory still unchecked) when moving between modes with the only difference being that it stops items spilling on to the ground when returning to normal mode.

Default infinity filter setting crashes the game when editor is opened

Describe the Bug

Title describes it pretty well.

To Reproduce

Steps to reproduce the behavior:

  1. Enter a map and go into editor mode
  2. Select some infinity filters
  3. Export the filters and copy it
  4. Exit the map and go into mod settings
  5. Paste your exported filters to the default filter setting for this mod
  6. Open any map again and try to use the editor

Save file & Username

Seems unrelated to the map (it happens on all of them regardless of size, age, etc). It also happens in the scenario map from this mod.

Log file

factorio-current.log

Specifically this:

Error while running event EditorExtensions::on_player_toggled_map_editor (ID 118)
__EditorExtensions__/control.lua:449: attempt to call field 'import_inventory_filters' (a nil value)
stack traceback:
	__EditorExtensions__/control.lua:449: in function <__EditorExtensions__/control.lua:426>
	[C]: in function 'toggle_map_editor'
	__EditorExtensions__/control.lua:341: in function <__EditorExtensions__/control.lua:339>
stack traceback:
	__EditorExtensions__/control.lua:341: in function <__EditorExtensions__/control.lua:339>
stack traceback:
	[C]: in function 'toggle_map_editor'
	__EditorExtensions__/control.lua:341: in function <__EditorExtensions__/control.lua:339>

large BlueprintBooks vanish in InventorySync

I have rather large Blueprint-Books in my game.
With the new Feature "Inventory sync" some books are reliably destroyed, when switching in editor-mode.

This does not happen when Sync is disabled.

Perhaps you can announce the feature and this downside a bit more prominently.

Also: syncing of inventoryfilters would be great.

Link: savegame where books vanish reliably.

Crash

20200427232405_1

Happens when entering editor mode from sandbox mode. Running Creative mode at the same time.

Non-recoverable error

Describe the Bug

Get a unrecoverable error when placing my first infinite loader on my first map

To Reproduce

Have not checked if this is re-producable. but:

  1. Started a new game
  2. Went into editor extension mode ctrl-e
  3. placed the first, of (two identical looking??) infinite loaders

Error while running event EditorExtensions::on_built_entity (ID 6)
EditorExtensions/scripts/entity/infinity-loader.lua:186: attempt to concatenate local 'type' (a nil value)
stack traceback:
EditorExtensions/scripts/entity/infinity-loader.lua:186: in function 'create_loader'
EditorExtensions/scripts/entity/infinity-loader.lua:428: in function 'build'
EditorExtensions/control.lua:217: in function <EditorExtensions/control.lua:203>

Save file & Username

Let me know if you need this, this was an empty game.

Log file

factorio-current.log

Interaction with Picker mods

Picker mod has following feature: Ctrl-Q over any entity created temporary blueprint in hand that can be stamped. For some reasons when pressing Ctrl-Q over infinity loader something goes wrong, blueprint is created but it is barely visible and does not stamp properly. I play with Creative mod and instant blueprint in Creative are enabled, editor mode is off.

Release plan

0.18 is here, and that means Editor Extensions must be released! There is a bit of work ahead to make the mod ready for consumption:

To-do:

  • Fix potential flaws with the event module
  • Update localisations to reflect actual mod features
  • Un-hide the editor items and add optional recipes for them so they can be used in cheat mode
  • Multiplayer test, release!

Super Substation wire reach could be extended to 128 tiles.

Currently you need one super substation every 64 tiles even if the area provided is 128x128, this means that the areas of adjacent substations overlap by 64 tiles, and you need many times more of them if you want to create a large "testing area" that's provided with electricity for larger builds.

Could this be changed?

Currently it seems a bit arbitrary :)

Items filling extra MK2 armor slots are dumped on ground when closing the map editor

Describe the Bug

I assume this is a bug. I have a MK2 armor equipped and any items in the 3 extra rows of slots it provides are dumped on the ground when I close the map editor. I've disabled all other mods and this continues. If I remove all items from those extra 30 slots, this behavior doesn't continue. Interestingly, the items are not removed from my inventory, just duplicated and dropped on the ground.

To Reproduce

Steps to reproduce the behavior:

  1. Equip a MK2 Power Armor.
  2. Fill your inventory completely. A variety of items makes it easier to see what is being dumped.
  3. Open the map editor and then close the map editor.

Be certain to reproduce the issue on the same save file that you upload.

Save file & Username

I have no user/password on the file so I'm not sure which username is being requested here.

Upload the save file where the bug occurred
EditorExt_Inventory_Dump.zip

. If the file is too large for GitHub, use an alternative file service.

Please also provide your in-game username so I can reproduce the conditions exactly.

IF YOU DO NOT UPLOAD A SAVE FILE AND PROVIDE YOUR USERNAME, THE BUG REPORT WILL BE IGNORED UNTIL YOU DO.

Log file

Attach factorio-current.log, found in Factorio's user data directory.

factorio-current.log

creative chest idea

Is your feature request related to a problem? Please describe.

A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Describe the solution you'd like

A clear and concise description of what you want to happen.

Additional context

Add any other context or screenshots about the feature request here.

I'm always frustrated when: in a bot network i need to add 50+ items in the creative chests (heavy moded games )

Describe the solution you'd like: maybe a sensor or chest that detects all the requests in that network (maybe with a button) so that all is there at the beginning and you can remove the intermediaries you make on site (like if you start from plates and what to make blue chips you have wire and c1 c2 s intermediaries but you can remove them from the request manualy since they are built in the setup

Infinity pipe auto config stopped working

In previous versions of mod when infinity pipe was build, it automatically sets liquid icon if connected to pipe network. In recent versions this no longer works, you have to manually select liquid.

In previous versions when infinity pipe was connected to input of a machine, it automatically sets level to 100%. Suggestion - set level of infinity pipe to 100% when it is connected to pipe network in which all connected machines are inputs.

Feature request: Lowest-Priority Energy Consumption

I think the Infinity Accumulator should be able to be configured to draw power after all other entities. Currently, the only two options we have are primary (which draws energy before every other entity) and secondary (which draws energy in parallel with other entities on the connected energy network).

This system I'm proposing is key in being able to test energy generation facilities, more notably, Nuclear reactors.

As I've been testing my reactor, any time I request any amount of energy above sustainable, the power to the pumps reduce, which reduces flow coming from the heat exchangers to the turbines, which causes even less power generation, which quickly brings the system down. Instead, when using the Creative Mode Mod's Passive Power Void, it lets the pumps work as much as they need to before the rest of the power gets consumes, which will eventually stabilize into a lower power production mode, rather than into a completely-downed state.

Crash on opening Infinity Wagon

When clicking on an infinity wagon I get the following fatal crash

The mod Editor Extensions (1.9.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::on_gui_opened (ID 84)
EditorExtensions/scripts/entity/infinity-wagon.lua:90: attempt to index local 'player' (a number value)
stack traceback:
EditorExtensions/scripts/entity/infinity-wagon.lua:90: in function 'open'
EditorExtensions/control.lua:381: in function <EditorExtensions/control.lua:358>

factorio-current.log

crash

factorio .21 crashed with the last mod version , probably 0.20 too

Add a mapgen preset for playing with the editor.

Describe the solution you'd like

Would be great if this mod could include a mapgen preset called 'Flatland' (or whatever) that defaults all the terrain features to off. No trees/water/cliffs/ore/biters/pollution

Also if possible, could have it research all the tech as soon as the game starts.

Mod not loading on headless multiplayer

Describe the Bug

Mod not being loaded on headless multiplayer. The mod is shown in mod-list.json as true (enabled), it is in the ./mods directory but it isn't enabled/loaded when the game runs.
The mod seemingly loads fine on the same save on a headed game and on the same save.
Other mods load and run completely fine on the same server at the same time, see the log below.
Info: This save has been started in singleplayer, then has been transferred to a headless server for multiplayer, where it doesn't work.

To Reproduce

Using Factorio 1.1.8 & mod version 1.9.5
Steps to reproduce the behavior:

  1. Download the mod onto a headless server, enable it in mod-list.json
  2. Run the game
  3. Mod doesn't show as enabled

Save file & Username

testMap.zip
My in-game name is oof2win2.
If needed, here is the mod-list.json file (converted to .txt for github upload)
mod-list.txt

Log file

factorio-current.log

Enable research queue in the mod scenario

Problem: I have to enable research queue when I start a new map to test science per minute builds.

Solution: Auto-enable research queue in the Editor Extensions/Testing scenario.

Infinity Cargo Wagon crashes consistently when opening its GUI

Describe the Bug

I'm getting this error consistently when clicking on an Infinity Cargo Wagon.

The mod Editor Extensions (1.9.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::on_gui_opened (ID 84)
EditorExtensions/scripts/entity/infinity-wagon.lua:90: attempt to index local 'player' (a number value)
stack traceback:
EditorExtensions/scripts/entity/infinity-wagon.lua:90: in function 'open'
EditorExtensions/control.lua:381: in function <EditorExtensions/control.lua:358>

To Reproduce

Steps to reproduce the behavior:

  1. Create an Infinity Cargo Wagon
  2. Place it on a track
  3. Click on it
  4. Crash

Infinity Loader may stop unloading items

Copying the contents of an infinity loader with one filter may cause the loader to stop unloading onto belts entirely.

To reproduce, create this setup.
image
Then, copy the contents of the top-right loader and paste it onto the bottom. After, copy the contents of the top-left loader and paste it onto the bottom. The unloaders should cease to work.

The username that I played on the map on was CrusaderDeleters
Test.zip
factorio-current.log

Infinite Engery tool to support decimals

Any chance you "Infinite Engery tool" could support decimals ?

eg 2.3GW

I know I can put down one at 2GW and another at 300MW.

Having support for decimals would be easier is all.

set infinity pipe percent to either 50 or 100% when copying settings from a combinator

When one copies the filter from a combinator to a pipe, they almost never want it to consume fluid: they are setting the inputs of a subfactory. Manually changing the settings can become very tedious when done often.

If the pipes were by default set to 100% (or, if you desire the possibility of pipe consumers to remain open, 50%) then the tedium of manually setting pipe filters would be eliminated.

Shift left/right click to copy settings from combinator to infinity loader

It is quite tedious to open all the menus in the infinity loaders, and set each ingredient that you want to go to your production line.
It would be nice if you could use the recipe/settings copy paste feature to set item filters on the loaders. If there were more than two items, the first two could be used and the rest ignored.

some items are not consistently available in filter-selectors

I don't know how the availability of the items is controlled in the definitions.
But several inconsistencies have come to my attention:

"Infinity pipes":

  • infinity-filters work as expected
    image

  • not available in selection of slot-filters
    image

  • not available in selection of logistic-filters
    image

  • not available in selection of request-filters
    image

  • not available in selection of blueprint-icons
    image

  • not available in selection of deconstruction-filters
    image

the last picture seems to show that old prototypes/items (?) are still present or not properly migrated (i.e. multiple inifity loaders & accumulators, blue infinity pipe & pink infinity pipe).

drag and drop of items to set a filter works fine.

`Value must be a dictionary in property tree at ROOT.parameters` when copy-pasting from an infinity pipe

Describe the Bug

When copy-pasting settings from an infinity pipe to a constant combinator:

The mod Editor Extensions (1.8.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::on_entity_settings_pasted (ID 31)
Value must be a dictionary in property tree at ROOT.parameters
stack traceback:
	[C]: in function '__newindex'
	__EditorExtensions__/control.lua:256: in function <__EditorExtensions__/control.lua:224>

To Reproduce

Steps to reproduce the behavior:

  1. Go to 464,282
  2. Shift+right click on the infinity pipe producing lubricant to copy
  3. Shift+left click on the constant combinator next to the pipe to paste
  4. See error

Save file & Username

  • Upload the save file where the bug occurred. If the file is too large for GitHub, use an alternative file service.

sandbox2.zip

  • Please also provide your in-game username so I can reproduce the conditions exactly.

AnEntireSleeve

Log file

factorio-current.log.zip

Don't leave invalid prototypes around between data stages 🙏

I'm specifically talking about the item ee-linked-belt as it relates to this crash. The problem is that it's created in data, but this line sets it's place_result to ee-linked-belt-express, which is only created in data-final-fixes by this line (assuming the express belt exists, which is potentially a whole another issue).

This leaves any mods running in between these two stages with invalid prototypes, causing problems like the one mentioned above. It's also just bad manners, though that's hardly an objective argument 😄

The above crash can be reproduced by simply installing the following three mods along with this one: Rusty Locale, Transport Drones and Crafting Combinator. The explanation for why it's not a fault of any of those mods is in the linked post.

I managed to fix this particular crash by setting the place_result to nil, though I'm not familiar enough with the mod to say if that's an adequate solution or not... Another solution would be adding an optional dependency to Crafting Combinator, though that would be fixing the symptoms, rather than the root cause, so I'd rather avoid it.

Given the threatening sentence in the issue template, I feel obligated to mention that save files, usernames and log files are completely irrelevant to this issue 😄

Inventory sync crash

Just had a crash as soon as I attempted to open the Editor menu on one of my sandbox maps. I was able to open it on others without issue.

The mod Editor Extensions (1.4.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::ee-toggle-map-editor (ID 161)
The mod Editor Extensions (1.4.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event EditorExtensions::on_player_toggled_map_editor (ID 116)
__EditorExtensions__/scripts/inventory.lua:82: attempt to get length of local 'sync_inventory' (a nil value)
stack traceback:
	__EditorExtensions__/scripts/inventory.lua:82: in function 'handler'
	__RaiLuaLib__/lualib/event.lua:127: in function <__RaiLuaLib__/lualib/event.lua:28>
	[C]: in function 'toggle_map_editor'
	__EditorExtensions__/control.lua:196: in function 'handler'
	__RaiLuaLib__/lualib/event.lua:127: in function <__RaiLuaLib__/lualib/event.lua:28>
stack traceback:
	__EditorExtensions__/control.lua:196: in function 'handler'
	__RaiLuaLib__/lualib/event.lua:127: in function <__RaiLuaLib__/lualib/event.lua:28>
stack traceback:
	[C]: in function 'toggle_map_editor'
	__EditorExtensions__/control.lua:196: in function 'handler'
	__RaiLuaLib__/lualib/event.lua:127: in function <__RaiLuaLib__/lualib/event.lua:28>

Fails to load Mod Scenario along side Angels Petrochem

Describe the Bug

When starting a new game, Scenario 'Editor Extensions/Testing' the migration will fail if Angels Petrochem is also enabled.
Sorry, not sure if this is an issue in extension or petrochem.

Error while applying migration: Angel's Petrochemical Processing: angelspetrochem_0.4.0.lua

__angelspetrochem__/migrations/angelspetrochem_0.4.0.lua:13: attempt to index field 'chemical-plant-2' (a nil value)
stack traceback:
	__angelspetrochem__/migrations/angelspetrochem_0.4.0.lua:13: in main chunk

To Reproduce

Steps to reproduce the behavior:

  • Enable Mods (And dependencies):
    • Angel's Petrochemical Processing - 0.9.17
    • Angel's Refining- 0.11.19
    • Editor Extensions - 1.9.5
    • Factorio Library - 0.6.1
  • On main menu
    • Click 'Single Player'
    • Click 'New Game'
    • Select 'Editor Extensions/Testing'
    • Click 'Play'

Save file & Username

The bug occurs before a save can be produced.

Log file

factorio-current.log

Linked Report in Petrochem

https://forums.factorio.com/viewtopic.php?p=531818#p531818

Can't enable mod. probably mod conflict

I can't enable the mod due to a mod conflict (doesn't know which one yet). the error log shows this

137.961 Mods to disable:Failed to load mods: Error while running setup for entity prototype "ee-super-beacon" (beacon): next_upgrade target (beacon-2) must have the same fast_replaceable_group (bacon != beacon).

Mods to be disabled:
• EditorExtensions (1.5.20)

And somehow if hovercraft mod is enabled, it will also crash together with editor extension

Here's the log https://we.tl/t-Sg45LuiVLF
The link only active for one week

Infinity Mode migrations

Is your feature request related to a problem? Please describe.

I opened an old 0.17 map where I had used Infinity Mode. Since that mod is obsolete and this one replaces it, I switched to using this one. Unfortunately all the Infinity Mode items that I had placed in the map disappeared.

Describe the solution you'd like

Since most items from IM have a direct counterpart here, would it be possible to automatically migrate IM items in old maps to EE? This might not be possible with EE alone, but an update to IM with EE as dependency could maybe do it.

Mod incompatibility

Describe the Bug

Modular life and EditorExtensions imcompatibility
Reported on both EE's Github and ModularLife's discussion
https://mods.factorio.com/mod/EditorExtensions
https://mods.factorio.com/mod/ModularLife

To Reproduce

Steps to reproduce the behavior:

Install EE and Modular Life, start game

Save file & Username

Issue occurs on startup, saves irrelevant

IF YOU DO NOT UPLOAD A SAVE FILE AND PROVIDE YOUR USERNAME, THE BUG REPORT WILL BE IGNORED UNTIL YOU DO.

Log file

0.001 2020-11-28 22:16:41; Factorio 1.0.0 (build 54889, win64, steam)
0.001 Operating system: Windows 10 (version 1909)
0.001 Program arguments: "E:\SteamLibrary\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "9764"
0.001 Read data path: E:/SteamLibrary/steamapps/common/Factorio/data
0.001 Write data path: C:/Users/Admin/AppData/Roaming/Factorio [9021/113826MB]
0.001 Binaries path: E:/SteamLibrary/steamapps/common/Factorio/bin
0.011 System info: [CPU: AMD FX(tm)-8350 Eight-Core Processor, 8 cores, RAM: 8376/16350 MB, page: 13689/20958 MB, virtual: 4328/134217727 MB, extended virtual: 0 MB]
0.011 Display options: [FullScreen: 1] [VSync: 0] [UIScale: automatic (100.0%)] [Native DPI: 1] [Screen: 255] [Special: lmw] [Lang: en]
0.018 Available displays: 1
0.018 [0]: \.\DISPLAY1 - AMD Radeon (TM) R9 390 Series {0x05, [0,0], 1920x1080, 32bit, 60Hz}
0.173 [Direct3D11] Display: 0, Output: 0, DisplayAdapter: 0, RenderingAdapter: 0; d3dcompiler_47.dll
0.289 Initialised Direct3D[0]: AMD Radeon (TM) R9 390 Series; id: 1002-67b0; driver: aticfx64.dll 27.20.14501.18003
0.289 D3D Feature Level: 11.1, DXGI 1.5+, SwapChain: 3,flip-discard,-,-,-,none
0.289 [Local Video Memory] Budget: 6942MB, CurrentUsage: 0MB, Reservation: 0/3675MB
0.289 [Non-Local Vid.Mem.] Budget: 7357MB, CurrentUsage: 0MB, Reservation: 0/3883MB
0.289 Tiled resources: Tier 2
0.290 Unified Memory Architecture: No
0.290 BGR 565 Supported: Yes
0.290 MaximumFrameLatency: 3, GPUThreadPriority: 0
0.298 Graphics settings preset: very-high
0.298 Dedicated video memory size 8168 MB
0.392 Desktop composition is active.
0.392 Graphics options: [Graphics quality: high] [Video memory usage: all] [Light scale: 25%] [DXT: high-quality] [Color: 32bit]
0.392 [Max threads (load/render): 32/8] [Max texture size: 0] [Tex.Stream.: 0] [Rotation quality: normal] [Other: STDCWT] [B:0,C:0,S:100]
0.467 DSound: Starting _dsound_update thread
0.467 [Audio] Backend:default; Depth:16, Channel:2, Frequency:44100; MixerQuality:linear
0.468 DSound: Enter _dsound_update; tid=10764
0.603 Razer Chroma Controller initialized.
0.663 Loading mod settings flib 0.5.0 (settings.lua)
0.663 Loading mod settings ModularLife 0.3.2 (settings.lua)
0.664 Loading mod settings EditorExtensions 1.7.5 (settings.lua)
0.667 Loading mod core 0.0.0 (data.lua)
0.839 Loading mod base 1.0.0 (data.lua)
1.368 Loading mod flib 0.5.0 (data.lua)
1.630 Loading mod ModularLife 0.3.2 (data.lua)
1.912 Loading mod EditorExtensions 1.7.5 (data.lua)
2.210 Loading mod base 1.0.0 (data-updates.lua)
2.492 Loading mod ModularLife 0.3.2 (data-updates.lua)
2.495 Error ModManager.cpp:1514: Failed to load mod "ModularLife": ModularLife/data-updates.lua:142: attempt to index field 'consumption' (a nil value)
stack traceback:
ModularLife/data-updates.lua:142: in main chunk
2.497 Loading mod core 0.0.0 (data.lua)
2.661 Checksum for core: 3692526182
2.779 Error ModManager.cpp:1514: Error in assignID: recipe-category with name 'crafting' does not exist.

Source: default (utility-sprites).
2.906 Initial atlas bitmap size is 16384
2.907 Created atlas bitmap 2048x560 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
2.920 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
2.930 Parallel Sprite Loader initialized (threads: 7)
2.966 Sprites loaded
2.978 Generated mipmaps (5) for atlas [0] of size 2048x560
2.978 Custom mipmaps uploaded.
2.984 Factorio initialised
2.984 RivaTuner Statistics Server hook detected (rtsshooks64.dll)
2.992 Mods to disable:Failed to load mods: ModularLife/data-updates.lua:142: attempt to index field 'consumption' (a nil value)
stack traceback:
ModularLife/data-updates.lua:142: in main chunk

Mods to be disabled:
• ModularLife (0.3.2)
17.437 Info AppManager.cpp:1226: Restarting Factorio
17.499 Quitting: user-quit.
17.628 Steam API shutdown.
17.678 Goodbye

Russian locale addition

@raiguard I've heard about this mod on Alt-F4-4, liked it, downloaded it, found out that there is no other language except for English and decided I want to localize it for myself, just not to get annoyed by the need of interpreting different languages at the same time. Also, I've decided to send it to you so it could be included in the official mod distribution (if you wish so).

So here is a fully translated locale/ru/EditorExtensions.cfg

[mod-name]
EditorExtensions=Editor Extensions

[entity-name]
ee-aggregate-chest-passive-provider=Сундук-агрегатор пассивного снабжения
ee-aggregate-chest=Сундук-агрегатор
ee-infinity-accumulator=Бесконечный аккумулятор
ee-infinity-cargo-wagon=Бесконечный грузовой вагон
ee-infinity-chest-active-provider=Бесконечный сундук активного снабжения
ee-infinity-chest-buffer=Бесконечный буферный сундук
ee-infinity-chest-passive-provider=Бесконечный сундук пассивного снабжения
ee-infinity-chest-requester=Бесконечный сундук запроса
ee-infinity-chest-storage=Бесконечный сундук хранения
ee-infinity-chest=Бесконечный сундук
ee-infinity-combinator=Бесконечный комбинатор
ee-infinity-fluid-wagon=Бесконечный вагон-цистерна
ee-infinity-heat-pipe=Бесконечная тепловая труба
ee-infinity-loader-chest=Бесконечный загрузчик
ee-infinity-loader=Бесконечный загрузчик
ee-infinity-pipe=Бесконечная труба
ee-infinity-wagon-chest=Бесконечный грузовой вагон
ee-infinity-wagon-pipe=Бесконечный вагон-цистерна
ee-super-beacon=Супер маяк
ee-super-construction-robot=Супер строительный дрон
ee-super-electric-pole=Супер опора ЛЭП
ee-super-inserter=Супер манипулятор
ee-super-lab=Супер лаборатория
ee-super-locomotive=Супер локомотив
ee-super-logistic-robot=Супер транспортный дрон
ee-super-pump=Супер помпа
ee-super-radar=Супер радар
ee-super-roboport=Супер дронстанция
ee-super-substation=Супер подстанция

[entity-description]
ee-aggregate-chest=Содержит каждый предмет в игре.
ee-infinity-accumulator=Вырабатывает, хранит или потребляет настраиваемое количество электроенергии.
ee-infinity-cargo-wagon=Создает или уничтожает вещи в зависимости от фильтра (как бесконечный сундук).
ee-infinity-chest=Создает или уничтожает вещи в зависимости от фильтра.
ee-infinity-combinator=Мониторит логическую сеть с возможностю широкой настройки дисплея.
ee-infinity-fluid-wagon=Создает или уничтожает жидкости в зависимости от фильтра (как бесконечная труба).
ee-infinity-heat-pipe=Создает или уничтожает настраиваемое количество тепла.
ee-infinity-loader=Создает или уничтожает вещи на/с конвеера в зависимости от фильтра.
ee-infinity-pipe=Создает или уничтожает жидкости в зависимости от фильтра.
ee-performance-warning=Возможны проблемы с происводительностю при чрезмерной эксплуатации, использовать обдумано!
ee-super-beacon=Energy-Маяк с огромным радиусом, не потребляющий энергию. Может использоватся с любими модулями (даже продуктивности).
ee-super-construction-robot=Очень быстрый, не требующий энергии строительный дрон.
ee-super-electric-pole=Опора ЛЭП с огромной дальностю.
ee-super-inserter=Очень быстрый, не требующий энергии пакетный фильтрующий манипулятор.
ee-super-lab=Очень быстрая, не требующая энергию лаборатория.
ee-super-locomotive=Очень быстрый локомотив. Не требует топлива!
ee-super-logistic-robot=Очень быстрый, не требующий энергии транспортный дрон.
ee-super-pump=Не требующая энергию сверхбыстрая помпа.
ee-super-radar=Не требующий энергию радар с огромной зоной сканирования.
ee-super-roboport=Не требующая энергию дронстанция с мгновенной зарядкой и огромной зоной покрытия.
ee-super-substation=Субстанция с огромной зоной покрытия и длиной кабеля.

[item-name]
ee-infinity-accumulator=Бесконечный аккумулятор
ee-super-clean-module=Супер модуль чистоты
ee-super-dirty-module=Супер модуль загрязнения
ee-super-effectivity-module=Супер модуль эффективности
ee-super-fuel=Супер топливо
ee-super-ineffectivity-module=Супер модуль неэффективности
ee-super-productivity-module=Супер модуль продуктивности
ee-super-slow-module=Супер модуль замедления
ee-super-speed-module=Супер модуль скорости

[item-description]
ee-infinity-fusion-reactor-equipment=Генерирует практически бесконечное количество энергии для питания персонального снаряжения.
ee-super-clean-module=Сильно уменьшает загрязнение от устройства. Минимальное загрязнение равно 20%.
ee-super-dirty-module=Сильно увеличивает загрязнение от устройства.
ee-super-effectivity-module=Сильно уменьшает потребление электроэнергии устройства. Минимальное потребление равно 20%.
ee-super-energy-shield-equipment=Черезмерно сильный энергетический щит, делает вас почти бессмертным.
ee-super-exoskeleton-equipment=Маленький и очень быстрый екзоскелет.
ee-super-fuel=Ядерное топливо которого хватит на почти бесконечность.
ee-super-ineffectivity-module=Сильно увеличивает потребление электроэнергии устройства.
ee-super-night-vision-equipment=Идеальное ночное зрение, как в день.
ee-super-personal-roboport-equipment=Персональная дронстанция с огромным радиусом и количеством слотов для дронов.
ee-super-productivity-module=Сильно увеличивает продуктивность устройства. Может быть использован для любых рецептов.
ee-super-slow-module=Сильно уменьшает скорость устроуства. Минимальная скорость равна 20%.
ee-super-speed-module=Сильно увеличивает скорость устроуства.

[equipment-name]
ee-infinity-fusion-reactor-equipment=Бесконечный портативный ядерный реактор
ee-super-energy-shield-equipment=Супер енергетический щит
ee-super-exoskeleton-equipment=Супер екзоскелет
ee-super-night-vision-equipment=Супер устройство ночного видения
ee-super-personal-roboport-equipment=Супер личная дронстанция

[item-group-name]
ee-tools=Инструменты Тестирования

[controls]
ee-toggle-map-editor=Переключить редактор карты

[shortcut-name]
ee-toggle-map-editor=Переключить редактор карты


[mod-setting-name]
ee-controller-enable_flash_light=Освещение под курсором в редакторе
ee-controller-fill_built_entity_energy_buffers=Постройка аккумулятов с полным зарядом в редакторе
ee-controller-instant_blueprint_building=Мгновенная постройка чертежей в редакторе
ee-controller-instant_deconstruction=Мгновенный снос в редакторе
ee-controller-instant_rail_planner=Мгновенная планировка рельс редакторе
ee-controller-instant_upgrading=Мгновенное улучшение в редакторе
ee-controller-show_additional_entity_info_gui=Интервейс с дополнительной информации об объекте в редакторе
ee-controller-inventory_size=Размер инвентаря в редакторе [img=info]
ee-controller-render_as_day=Мир в редакторе отборажается как в дневное время
ee-controller-show_character_tab_in_controller_gui=Показывать вкладку персонажа в интерфейсе редактора
ee-controller-show_infinity_filters_in_controller_gui=Показывать бесконечные фильтры в интерфейсе редактора
ee-aggregate-include-hidden=Добавлять спрятанные предметы в сундуки-агрегаторы
ee-prevent-initial-pause=Предовращать начальную паузу [img=info]
ee-infinity-pipe-assembler-snapping=Подгонять фильтр бесконечной трубы к требуемым вводам сборочных автоматов. [img=info]
ee-infinity-pipe-snapping=Подгонять фильтр бесконечной трубы к жидкостям вприсоединенных трубах [img=info]
ee-default-inventory-filters=Фильтры инвентаря по умолчанию [img=info]
ee-inventory-sync=Синхронизировать курсор и нивертарь между режимами [img=info]

[mod-setting-description]
ee-controller-inventory_size=Эта опция не может быть изменена во время игры.\nВсе опции снизу стоят по умолчанию, и могут быть изменены через интервейс редактора карт.
ee-prevent-initial-pause=Предотвращает паузу во время первого захода в редактор. Состояние паузы может быть изменено в меню управления временем.
ee-infinity-pipe-assembler-snapping=Когда бесконечная труба поставлена прямо рядом с жидкостным входом сборочного автомата, Она автоматичеки поставит нужную жидкость в фильтр.
ee-infinity-pipe-snapping=Когда бесконечная труба поставлена прямо рядом с трубой, в которой уже есть жидкость, Она автоматичеки поставит эту жидкость в фильтр.
ee-default-inventory-filters=Бесконечные фильтры что применяются при входе в редактор впервык.\n[color=255,57,48]Изменять с главного меню, иначе изменения не будут работать в новых играх![/color]
ee-inventory-sync=Когда читы включены, инвертарь и предмет в курсоре будут синхронизироватся между редактором и обычным режимом.

# MOD-SPECIFIC

[ee-message]
command-help= <parameter>\ndisable-cheat-mode - Убрать инструменты тестирования с менюю создания предметов, выключить синхронизацию инвентаря и отключить чит-режим.\ntoggle-inventory-sync - Переключить синхронизацию инвентаря отдельно от читов.
invalid-inventory-filters-string=Неправильная строка фильра инвертаря.
inventory-sync-disabled=Синхронизация инвентаря выключена.
inventory-sync-enabled=Синхронизация инвентаря включена.
map-editor-denied=Чтобы использовать редактор карты, нужно быть администратором.
testing-tools-disabled=Игрок "__1__" отключил читы, тем самым заблокировав инструменты тестирования для этой команды.
testing-tools-enabled=Игрок "__1__" включил читы, тем самым разблокировав инструменты тестирования для этой команды.
time-frozen=Время было остановлено на полудне для всех поверхностей.
unable-to-identify-belt=Невозможно определить тип конвеера. Пожалуйста, отправте автору мода следующую информацию через GitHub или портал модов:
unknown-command=Нераспознанная команда, введите /help EditorExtensions чтобы увидеть возможные команды.

[ee-gui]
buffer=буфер
export-inventory-filters=Экспортировать фильтры инвентаря
filters=Фильтры
ia-priority-description=Более высокий приоритет значит что сеть использует этот аккумулятор скорее.
il-filters-description=Кнопки отвечают за стороны конвеера когда загрузчик смотрит на север.
import-inventory-filters=Импортировать фильтры инвентаря
input=ввод
mode=Режим
output=вывод
primary=основной
priority=Приоритет
secondary=вторичный
state=Состояние
tertiary=третичный

RaiLuaLib still mandatory

It still asks for RaiLuaLib - tried to edit just the info.json but it spews an error when starting a new game - doesn't crash the game. Downloaded the latest RaiLuaLib from the mod portal (in addition to a Factorio library), so now it works as it should.

(Seablock 0.46, Factorio 0.18.18)

Crash

Describe the Bug

When I tried to copy some recipe from a assembling machine and paste in the infinite loader (unintentionally), the game crash!

To Reproduce

  1. Put an assembling machine and setup a recipe
  2. Put an infinite loader
  3. Copy the recipe of the assembling machine (SHIFT + Right Click)
  4. Paste on the infinite loader (SHIFT + Left Click)

Save file & Username

Username: Dominiquini
Save File: I tested on the custom scenario of the Editor Extensions!

Log file

factorio-current.log
factorio_sVtj1S1WLi

Thanks.

While in map editor mode, train schedule UI is offset to the right

While the map editor mode is enabled, the Train UI is offset to the right. Please see screenshots below.

Version information:

Factorio 0.18.22
Editor Extensions 1.4.1

Steps to reproduce:

  1. Toggle the map editor ON.
  2. Open a train that has a configured schedule.

Actual result:

image

Expected result:

image

Notes:

  • This bug does NOT occur with map editor mode turned off (i.e. normal gameplay with a character), even with the extension enabled.
  • This bug does NOT occur in map editor mode with the extension disabled.
  • This bug DOES occur in map editor mode with the extension enabled.

Feature request: Adjustable-speed pumps

When testing fluid systems, it would be helpful to be able to create pumps with maximum pumping speeds other than the default 12,000/s.

I therefore suggest adding a modded pump which has a GUI where the player can specify the desired maximum pumping rate. The GUI should accept the value in units per tick, per second, or per minute, and should accept non-integer values.

There exist workarounds using an inifinity pipe connected to a pump to limit its flow rate, but:

  • That requires an extra pipe segment attached to the pump; it would be far more natural to set the rate on the pump itself
  • The infinity pipe segment acts as an infinite fluid source or sink; there is no way to rate-limit a pump in the middle of a fluid system.
  • The workaround is restricted to incrementing the flow rate in multiples of 60 units/s up to a maximum of 6000 u/s; there is no way to, e.g., limit a pump to 30 u/s or 10,000 u/s.

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